package com.fairytask.engine.define
{
	/**
	 * 常用表格名定义 
	 * @author hanjy
	 * 
	 */	
	public class RecordDefine
	{
		//已承接任务表
		//		Record_Declare_Begin( Task_Accepted );
		//		Column_Declare_Int( Id, 0 );				 //任务编号
		//		Column_Declare_Int( Flag, 1 );				 //任务标记
		//		Column_Declare_String( SortId, 2 );			 //分类编号
		//		Column_Declare_Int( ColorId, 3 );			 //色彩编号
		//		Column_Declare_String( ServerName, 4 );     //服务器名称
		//		Column_Declare_String( SceneName, 5 );		 //场景名称
		//		Column_Declare_String( SubSceneName, 6 );   //提交的场景名称
		//		Column_Declare_String( SubNpcName, 7 );     //提交的npc名称
		//		Column_Declare_Int(AccLevel, 8);			//接取时等级
		//		Record_Declare_End
		public static const TASK_ACCEPTED	:String	=	"Task_Accepted";//已接任务表
		//任务记录表
		//		Record_Declare_Begin( Task_Record );
		//		Column_Declare_Int( Id, 0 );				 //任务编号
		//		Column_Declare_Int( Type, 1 );				 //任务标记
		//		Column_Declare_Int( Key, 2 );				 //关键字ID(如物品编号、NPC编号等等)
		//		Column_Declare_Int( CurrentAmount, 3 );		 //当前完成度
		//		Column_Declare_Int( TotalAmount, 4 );		 //总进度
		//		Column_Declare_String( ObjectName, 5 );	     //关联的任务对象的名字(供客户端显示用)
		//		Column_Declare_Int( Flag, 6 );				 //记录标记
		//		Column_Declare_Int( SceneId, 7 );			 //场景编号
		//		Column_Declare_Int( SceneModel, 8 );		 //所在场景模型(供客户端显示用)
		//		Column_Declare_String( SceneName, 9 );		 //场景名字(供客户端显示用)
		//		Record_Declare_End
		public static const TASK_RECORD		:String	=	"Task_Record";			//任务进度表
		public static const TASK_STEP			:String	=	"Task_Step";			//任务追踪表
		
		
		//常用表格名定义
		//		Record_Declare_Begin( Task_Can_Accept ); 
		//		Column_Declare_Int( Id, 0);
		//		Record_Declare_End
		public static const TASK_CAN_ACCEPT	:String	=	"Task_Can_Accept"; 	//可接任务表
		public static const TASK_REPEAT		:String =	"TaskRepeatRecord"	//重复任务记录表(环任务)
		public static const TEAM				:String	=	"MemberRec"; 			//队伍表
		public static const TEAM_APPEND		:String	=	"ApplyMemberRec"; 	//待批准队伍表
		//		Record_Declare_Begin( TaskTimeLimit );
		//		Column_Declare_Int( Id, 0 );				 //任务编号
		//		Column_Declare_Int( StartTime, 1 );			 //开始时间记录
		//		Column_Declare_Int( EndTime, 2 );			 //结束时间记录
		//		Column_Declare_Int( LimitType, 3 );			 //限制类型
		public static const TASK_TIME_LIMIT	:String =	"TaskTimeLimit";		//任务时间限制记录表
		public static const FRIEND			:String	=	"Friend"; 				//好友表
		public static const ENEMY				:String	=	"EnemyList"; 			//仇敌表
		public static const SHORTCUT			:String	=	"ShortcutKeyRec"; 	//快捷技能栏
		public static const SEND_lEAVE		:String = 	"SendLeave";			//寄出的许愿叶
		public static const RECV_LEAVE		:String = 	"RecvLeave";			//收到的许愿叶
		public static const SEED_RELATION		:String = 	"SeedRelationRec";		//师徒关系
		public static const TSGIFTPRIZE		:String = 	"TsGiftPrizeRec";		//奖励表
		public static const RAND_TASK_WRAP 	:String	=	"RandTaskWrapRec";		//环数表
		public static const PET_ITEM_REC		:String	=	"PetItemRec";			//宠物道具表
		public static const ACTIVITY			:String = 	"ActivityRec";			//活动表
		public static const COOLDOWNREC		:String = 	"CoolDownRec";			//技能冷却
		public static const ROLETITLEREC		:String = 	"RoleTitleRec";			//技能冷却
//		Record_Declare_Begin(GiftTaskRec)
//		Column_Declare_Int(Type,0)				              //任务类型 
//		Column_Declare_Int(Amount,1)	                      //总共数量
//		Column_Declare_Int(Finish,2)						  //完成数量
//		Column_Declare_Int(State,3)						      //是否已完成
//		Record_Declare_End
		public static const ACTIVEDEGREEREC	:String = 	"GiftTaskRec";	//活跃度奖励
		public static const OTHERSUITREC		:String =   "OtherSuitRec";		//别人套装表
		public static const SUITREC			:String =	"SuitRec";				//自己套装表
//		<Column Type="Int" Name="Item" Description="奖励编号" /> 
//		<Column Type="Int" Name="Amount" Description="数量" /> 
//		<Column Type="Int" Name="Prize" Description="是否可领奖 不可领奖就灰掉" /> 
		public static const CONTINUE_PRIZE_REC:String	= 	"ContinuePrizeRec";	//连续登陆奖励表
//		<Column Type="Int" Name="Day" Description="登陆的日期 每月1号重置表格 Day = mon * 100 + day" /> 
		public static const LOGIN_REC			:String = 	"LoginRec";			//登陆表
//		Record_Declare_Begin(GiftRec)
//		Column_Declare_Int(Level,0)					//礼包
//		Column_Declare_Int(CanGet,1)				//是否可领取
//		Column_Declare_Int(IsGet,2)					//是否已领取
		public static const ACTIVE_PRIZE_REC	:String =	"GiftRec";		//活跃度是否可领取表
//		Record_Declare_Begin(CoolRec)
//		Column_Declare_Int(Type, 0)			//冷却类型
//		Column_Declare_Int(Time, 1)			//冷却时间
//		Column_Declare_Int(Start, 2)		//冷却开始时间
//		Record_Declare_End
//		enum COOL_DOWN_TYPE
//		{
//			COOL_DOWN_SKILL		=	1,		//技能修炼冷却
//			COOL_DOWN_CHALLENGE	=	2,		//擂台进入冷却
//		};
		public static const COOLREC		:String =	"CoolRec";					//冷却
		public static const CLIENTCOOLREC		:String =	"ClientCoolRec";		//客户端冷却表
		public static const SCENEOPEN			:String =	"SceneOpen";		//场景开放列表
		public static const STRENGTH_EQUIP	:String	=	"StrengthEquipRec";	//乾坤炉包裹
		//Column_Declare_Int(Type, 0)			//捐献类型
		//Column_Declare_Int(Count, 1)			//捐献次数
		public static const GUILD_CONTR_REC	:String = 	"GuildContrRec";//帮会捐献表
		//Column_Declare_Int(SkillID, 0)		//帮会技能ID
		//Column_Declare_Int(SkillPos,1)		//帮会技能位置
		public static const GUILD_SKILL_REC	:String = 	"GuildSkillRec";//帮派技能表
		public static const FORMATION_REC		:String = 	"FormationRec";//阵型表
		public static const CURFORMATIONREC		:String = 	"CurFormationRec";//阵型表
		public static const WATCHFROMATIONREC		:String = 	"WatchFormationRec";//阵型表
//		Record_Declare_Begin(WordRec)
//		Column_Declare_Int(WordPos,0)				     //字编号 
//		Column_Declare_Int(State,1)						 //字状态
//		Column_Declare_Int(Value,2)						  //字价格
//		Record_Declare_End
		public static const WORDRES		:String = 	"WordRec";//阵型表
		/*110开启世界地图
		111人物功能开启动画
		112开启乾坤炉动画
		113仙灵谱开启动画
		114开启阵型动画
		115开启炼金炉动画
		116竞技场开启动画
		117万灵塔开启动画
		118猎命功能开启动画
		119帮派功能开启动画*/
		public static const FuncRec		:String = 	"FuncRec";//功能开启
		
		//充值奖励领取表
//		Record_Declare_Begin(AwardGetRec);
//		Column_Declare_Int(Iden,	0);		//领取编号
//		Column_Declare_Int(CanTack,	1);		//可领取状态
//		Column_Declare_Int(Yetstate,2);		//已领取状态
//		Record_Declare_End	
		public static const AWARDGETREC	:String	=	"AwardGetRec";
		
		//VIP功能表
		//Record_Declare_Begin(VipPrilegeRec);
		//Column_Declare_Int(Type, 0);			//功能类型
		//Column_Declare_Int(VipPrilege, 1);		//vip行为
		//Column_Declare_Int(CurStep, 2);			//当前进度
		//Column_Declare_String(Other, 3);		//其他
		//Record_Declare_End
		
		public static const VIPPRILEGEREC		:String		=	"VipPrilegeRec";
		
		//		Record_Declare_Begin(MagSpectRec)
		//		Column_Declare_Int(EquipPos,0)		//装备位置
		//		Column_Declare_Int(One,1)			//第1个位置的状态
		//		Column_Declare_Int(Two,2)			//第2个位置的状态
		//		Column_Declare_Int(Three,3)			//第3个位置的状态
		//		Column_Declare_Int(Four,4)			//第4个位置的状态
		//		Column_Declare_Int(Five,5)			//第5个位置的状态
		//		Column_Declare_Int(Six,6)			//第6个位置的状态
		//		Column_Declare_Int(Seven,7)			//第7个位置的状态
		//		Column_Declare_Int(Eight,8)			//第8个位置的状态
		//		Column_Declare_Int(Nine,9)			//第9个位置的状态
		//		Column_Declare_Int(Flag,10)			//是否已经全部开启
		//		Record_Declare_End
		public static const MagSpectRec		:String = 	"MagSpectRec";//神兵谱
		
	}
}